• Title/Summary/Keyword: Lifelogging

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A Comparative Analysis of Application User Experience for Record and Recall -Focused on Google Timeline and 'Daily' (Application)- (기록과 회상에 대한 애플리케이션 사용자 경험 비교분석 -구글 타임라인과 '일상' (애플리케이션)을 중심으로-)

  • Ko, Eun-Sung;Kim, Bo-Yeun
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.233-239
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    • 2020
  • Due to the development of digital technology, users can record their daily lives without being restricted by time and space. The trend is growing rapidly, but lifelogging cases are still insufficient. Google's Timeline and domestic application 'Daily' were analyzed through in-depth interviews. Based on the Creating Pleasurable Interface Model, the factors influencing user satisfaction were identified by the Reckard 7-point scale based on the Honeycomb model. The results of the in-depth interviews and the 7-point scale were similar, and we could see what and why users preferred the recording application. This study is meaningful to evaluate the user experience for recording application and analyzing the needs of users obtained through in-depth interviews to assess the usability that provide a service record and recall.

A Low Power Lifelog Management Scheme Based on User Movement Behaviors in Wireless Networks (무선 네트워크 환경에서 사용자 이동행위 기반 저전력 라이프로그 관리기법)

  • Yi, Myung-Kyu;Hwang, Hee-Joung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.157-165
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    • 2015
  • With the ever-improving performance of smartphone cameras and the universal dissemination of cloud services, users can now record and store the events in their daily lives more easily and conveniently. The advent of lifelogging technology has been changing the uses as well as the paradigm of internet services, and emphasizing the importance of services being personalization. As the amount of lifelog data becomes vast, it requires an efficient way to manage and store such vast information. In this paper, we propose an low power lifelog management scheme based on user movement behaviors in wireless networks. In order to reduce the power consumption of a smartphone, in our proposal, frequency of data collection and transfer can be dynamically adjusted based on a user's movement pattern. The analytical results show that our approach achieves better performance than that of the existing lifelog management scheme.

The Effects of User Experience-Based Design Innovativeness on User-Metaverse Platform Channel Relationships in South Korea

  • JEON, Joo-Eon
    • Journal of Distribution Science
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    • v.19 no.11
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    • pp.81-90
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    • 2021
  • Purpose: The purpose of this research is that Metaverse platforms' UXBDI can be distinguished among Metaverse platform channel types. Metaverse platform represents a collective term signifying services that include augmented reality, lifelogging, mirror worlds, and virtual worlds. User Experience-Based Design Innovativeness (UXBDI) is characterized by novelty in product design and services that satisfy user experience. This study examined the effect of Metaverse platforms' UXBDI on user-Metaverse platform relationships. Research design, data and methodology: Metaverse platform users were selected as samples, and a marketing research institution known as a panel company conducted the survey. It used multiple regression to test the impact on platform identification and commitment based on a survey of 442 South Korean respondents. Results: The research confirmed that UXBDI sub-dimensional scales of attractiveness and interaction increased user-Metaverse platform identification and commitment. Also, a Metaverse platform identity increased user-Metaverse platform identification in virtual and mirror worlds. Conclusion: This study contributes to multiple academic fields. First, the UXBDI of Metaverse platforms appears to be a key component of ongoing user-Metaverse relationships. Second, UXBDI affects relationships differently based on the Metaverse platform type.

The Metaverse near future through HMD popularization (HMD보급으로 알아본 메타버스의 근미래)

  • Yeo, Hyun-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.701-702
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    • 2022
  • 최근 메타버스는 초대형 소셜미디어회사인 페이스북의 사명과 비전 변경으로 인해 그 어느 때보다 트랜디한 키워드로 부상되고 있다. 초기 메타버스는 지금의 가상현실(Virtual Reality)와 거의 동일한 개념으로 사용되었으나, 2007년 ASF이후 AR, VR, 미러월드, Lifelogging과 같이 다양한 영역을 통한 새로운 세계의 도출이라는 확장을 통해 그 활용 가능성이 무궁무진해지고 있다. 한편, 메타버스의 영역 확장에도 불구하고 HMD는 메타버스의 중요한 하드웨어라는 인식이 더 견고해지고 있는데, 그동안 고가였던 HMD가 2020년 보급형HMD의 등장으로 본격적인 판매량 증가를 보이고 있다. 본 연구는 메타버스의 중요 하드웨어 중 하나인 HMD(Head-Mounted Display)의 보급 정도를 기반으로 메타버스의 대중화 정도와 근미래에 대해 알아보고자 한다.

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A Study on Utilization Method of the Metaverse in Digital Heritage (디지털 문화유산의 메타버스 활용방안 연구)

  • Seol, Yeonsu;Joo, Chungmin;Yoo, Jongwon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.111-120
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    • 2021
  • This study looked at how the digital cultural heritage, which is being actively built by the government and public institutions, can be utilized in the metaverse service. Through an expert interview, we investigated how the digital cultural heritage of Bulguksa can be serviced with the four elements of the metaverse: augmented reality, mirror world, lifelogging, and virtual world. As a result of the study, it was confirmed that when digital cultural heritage is used in a virtual space called metaverse, interactive and realistic services can be provided to users. In addition, it was found that users can exhibit, experience, and educate online parts that are not available in real life in the same situation as if they were in the field. Through this, it was confirmed that if digital cultural heritage is designed as a metaverse service, it can provide functions and services of a different level than before. In particular, the result was obtained that it is possible to provide services considering the characteristics of each of the four elements of the metaverse. First, it is possible to obtain the convenience of augmenting the senses by using augmented reality, and secondly, it is possible to obtain the scalability and efficiency of reproducing the real space by using it as a mirror world element. Third, by using the lifelogging element, communication can be strengthened through the user's record and connection, and fourthly, through the virtual world element, roles and activities in the virtual world can be given to the user. Therefore, if digital cultural heritage is developed as a metaverse service in consideration of these factors, a more active and open experience environment can be provided to users.

Study on Use the Metaverse Platform in Fashion Design (패션디자인 분야의 메타버스 플랫폼 활용 연구)

  • Ryu, Kyoung ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.31-44
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    • 2023
  • Fashion design in the metaverse is not simply a 3D avatar or virtual fashion, it is an important clue for shopping trends, and the role of fashion design has grown even more because avatars and humans are identified and active. This study, I attempts to understand the metaverse platform accurately and find out the scope of fashion design within the metaverse platform. In addition, we want to provide basic data that can expand the field by using fashion design in various ways on the metabus platform. This study investigated and analyzed various metaverse fashion cases, articles, software, and methods used by metaverse fashion creators, and the results are as follows. First, the metaverse platform is a new level of virtual interaction where users and creators communicate through the convergence of augmented reality, lifelogging, mirror world, and virtual world. Second, most of the users of the metaverse platform are generation Z, and metaverse creators who make money by producing avatars or items, including fashion design, are emerging as a new job field. Third, many fashion brands created spaces on the Metaverse platform, collaborated with games, or opened fashion weeks for publicity, marketing, and sales. Fourth, as a 3D program for metaverse fashion creator activities, open-source software is easier and free of charge compared to programs for fashion design specialists, and most costumes can be reproduced, so it will be easier for fashion design majors to utilize.

A Study on Security Reference Model in Personal Health Lifelog Services (개인 건강 라이프로그 서비스에서 보안 참조 모델에 관한 연구)

  • Yi, Myung-Kyu;Hwang, Hee-Joung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.109-115
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    • 2016
  • Life log started with the simple purpose of recording or sharing mainly data regarding one's personal life, but with the introduction of advanced specialized analytic methods by many corporations, a new type of business based on the life log recently emerged, with an aim of improving the quality of people's personal lives. In spite of the indispensable advantages, however, personal health lifelog service brings critical challenges that cannot be avoided from user side if the security of the data is concerned. The problem of user's privacy infringement and leaking user's sensitive medical information is increasing with the revitalization of personal health lifelog services. In this paper, we propose an information security reference model for the personal health lifelog services. Our proposal can contribute to increase the related industry to cultivate new market by suggesting the clear announcement of the guidelines using privacy protection reference model for user-specific healthcare services which uses personal lifelog.

A Comparative Study on User Perception by Metaverse Worldview Using SPICE (SPICE를 활용한 메타버스 세계관 별 사용자 인식 비교 연구)

  • Kim, Ahyun;Kim, Yong Jin;Kim, Sang Soo
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.61-82
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    • 2022
  • Metaverse is a combination of Meta and Universe, which refers to a world in which users or avatars engage in social, economic, and cultural activities. This study attempted to compare the four worldviews proposed by the Acceleration Studies Foundation (ASF) based on the five evaluation factors of SPICE, which are factors for promoting customer experience. 227 samples were used in the analysis, and as a result, seamlessness was the highest in augmented reality, interoperability in lifelogging, presence in the mirror world, and concurrence in virtual reality. This study is meaningful in that it presents a model design plan according to the classification of the metaverse platform and the worldview, and presents detailed strategic directions to existing metaverse platform operators or new entrants.

Examining conducting Hanbok fashion shows in the metaverse (한복 패션쇼의 메타버스 구현을 위한 탐색적 연구)

  • Eunju Park;Young-Ju Rhee
    • The Research Journal of the Costume Culture
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    • v.31 no.2
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    • pp.173-192
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    • 2023
  • This study conducted in-depth interviews with experts to implement Hanbok shows on metaverse, which can contribute to the succession and development of Hanbok design and to establish a platform that fits the reality of the Hanbok industry and consumers. In-depth interviews were conducted to collect opinions from experts, and the derived contents were divided and analyzed using an affinity diagram. Experts were positive about the use of the metaverse platform of the Hanbok show in terms of impact, accessibility, exposure, virtual fitting, issuance of NFTs, and promotion of Hanbok brands. As a result of verifying the validity of the four components of metaverse, experts highly evaluated the possibility of using Hanbok shows in the order of virtual reality, augmented reality, mirror world, and lifelogging. Visuality, influence, marketing efficiency in virtual reality, immersion in augmented reality, fantasy and artistic elements, expression, diversity, and abundant experiences were expected. The platform's requirements emphasized realistic implementation equipment and technology, collaboration between Hanbok designers and producers, in addition to government support. Results of this study showed that appropriate target was analyzed to be in the 10-30s, and the appropriate price range was found to be able to sell at a discount of 40-80% compared to offline. This study provides useful implications for the service development of metaverse content, which will also be actively used in the Hanbok field, and can be used as basic data for reviving the Korean Hanbok industry and strengthening international competitiveness.

Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
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    • v.28 no.3
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    • pp.3-22
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    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.